Archive for the ‘3D Tutorials’ Category

Joint Deformation Tutorial

Thursday, September 18th, 2008

Jonathan Rush at pig-brain has an excellent tutorial on building 3D character joints so they animate properly. Building shoulders and elbows that deform properly is something a lot of new artists have difficulty with, and even experienced artists struggle with from time to time–especially when working low-poly!

Read the Tutorial

Metal Gear Case Study

Tuesday, September 16th, 2008

The SoftImage site has a great case study on the making of MGS4 with lots of wonderful images for those of you interested in some behind-the-scenes pictures of the game design process.

Parallel Processing in a Nutshell

Friday, August 29th, 2008

A friend sent me the link to this video, and I have to say, this is the most clear and direct explanation of the difference between linear processing and concurrent processing I’ve ever seen. …That, and it’s just darn cool to watch a 1100 barrel paintball gun get fired.

Lighting for Games

Tuesday, June 17th, 2008

Eric Gooch of Insomniac has an excellent tutorial on Creating the Lighting for Resistance: Fall of Man. The best part of the tutorial are the “before and after” shots that show how each scene looks lit and unlit. A lot of people underestimate the importance of good lighting, but these pictures really help make it clear. Well worth the read!

Fake Toon Outlines

Wednesday, May 7th, 2008

Here’s a fun one! Ever wanted to re-create the look of heavy “toon” outlines, but didn’t have a shader for it? Believe it or not, there’s an easy way to fake it using fixed-function only.

Here’s how to do it:

  • Make sure all your surface normals are unified (facing outwards) and your polygons are set to 1-sided
  • Make a copy of your object and resize it so it is ever-so-slightly larger than the original
  • On the copy, set the surface material to black
  • Invert the surface normals

That’s it! Nifty, eh? The method’s not perfect–for best results, stick to convex objects–but it’s great for quick renders and on limited hardware platforms where shaders aren’t an option.